using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace DungeonAdventure.App
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class DungeonGame : Microsoft.Xna.Framework.Game
    {
        private readonly GraphicsDeviceManager _graphics;
        private KeyboardState _prevKeyboardState = Keyboard.GetState();
        private SpriteBatch _spriteBatch;
        protected bool IsFullScreen
        {
            get { return _graphics.IsFullScreen; }
            set
            {
                if (value == _graphics.IsFullScreen) return;
                _graphics.IsFullScreen = !_graphics.IsFullScreen;
                IsMouseVisible = !IsMouseVisible;
                _graphics.ApplyChanges();
            }
        }

        public DungeonGame()
        {
            _graphics = new GraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth = 1280,
                PreferredBackBufferHeight = 720,
                IsFullScreen = false,
                PreferMultiSampling = true
            };

            IsMouseVisible = true;

            Window.Title = "Dungeon Adventure";
            Window.AllowUserResizing = true;
            Window.ClientSizeChanged += OnClientSizeChanged;

            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        protected void OnClientSizeChanged(object sender, EventArgs e)
        {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

            KeyboardState keyboard = Keyboard.GetState();

            if (keyboard.IsKeyDown(Keys.Escape))
                Exit();

            if (keyboard.IsKeyDown(Keys.F11) && _prevKeyboardState.IsKeyUp(Keys.F11))
            {
                IsFullScreen = !IsFullScreen;
            }

            _prevKeyboardState = keyboard;

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
